I think this is the worst bit of WFRP gaming I have ever experienced... maybe some of the Doomstones and Drachenfels was worse, maybe not. It certainly feels so, keenly, at the moment, given that it's just caused our group to give up gaming for a while, this was so unenjoyable.
With so many authors contributing to the whole, I suspect that may be the cause. Each chapter on it's own isn't too anything irksome, but together they make for a collected work of AIGH!
It is complex. Which can be great, but makes for a lot of extra work on the part of the GM, and can confuse the players greatly. It's complexities are sometimes covered, with options of X or Y having occured the Z has to be reached differently.
It is railroady. Massively so. With npc's toting Fate Points, things will happen regardless of the PC's planning and actions. Generates a feeling of impotence. It occurs too often in this campaign not to consider this an issue.
I felt this could have worked better as a novel, as it was for all our playing we were following the script so much. Compared to the old Fighting Fantasy books, this adventure would have pages of text before a decision to go left or right, both ultimately leading to the same entry anyway.
Parts are counter to source material published elsewhere, or common sense. Having to find a chicken or be arrested, despite the party possibly having the rank to dismiss such petty concerns. One priest is called Father when he should be "Brother". A chased foe is but two hours ahead, on a cart where the party are in a coach, which travels 25% faster then they do, yet it takes days to catch up.
Having a crusade with a mutant in it that can turn their minds to its cause, the assumption being the party would walk in doesn't make much sense.
The players were frequently irritated. Our GM had a lot of work to do simply to keep up with the complexities. It'd take even more work to address the issues it has. Not worth it, when there's other material to play with.